using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace Geomatrix
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Texture2D buttonTex;
        Texture2D menuBack;
        Texture2D selectBack;
        Texture2D geom;
        Texture2D cross;
        Texture2D help;
        public static SpriteFont buttonFont;
        int state = 0; // Controls which items to show

        MainMenu menu;
        LevelSelect selector;
        PlayGame game;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Zune.
            TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            buttonTex = Content.Load<Texture2D>("Button");
            buttonFont = Content.Load<SpriteFont>("ButtonFont");
            menuBack = Content.Load<Texture2D>("menu");
            selectBack = Content.Load<Texture2D>("select_back");
            geom = Content.Load<Texture2D>("geo");
            cross = Content.Load<Texture2D>("cross");
            help = Content.Load<Texture2D>("help");

            menu = new MainMenu(buttonTex, menuBack);
            selector = new LevelSelect(buttonTex, selectBack);
            game = new PlayGame(geom, cross, help, buttonTex);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            TouchCollection touchCollection = TouchPanel.GetState();

            if (state == 0)
            {
                int flag = menu.Update(touchCollection);
                if (flag <= -1)
                    this.Exit();
                else if (flag == 1)
                    state = 1;
            }
            else if (state == 1)
            {
                int flag = selector.Update(touchCollection);
                if (flag <= 0)
                    state = 0;
                else if (flag == 2)
                    state = 2;
            }
            else if (state == 2)
            {
                int flag = game.Update(touchCollection);
                if (flag == 1)
                    state = 1;
                else if (flag == 2)
                    state = 0;
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            if (state == 0)
            {
                menu.Draw(spriteBatch);
            }
            else if (state == 1)
            {
                selector.Draw(spriteBatch);
            }
            else if (state == 2)
            {
                game.Draw(spriteBatch);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
